From e9c77cfdd4efb4e7e5c7b89564789c0112cf17a1 Mon Sep 17 00:00:00 2001 From: TheRedShip Date: Mon, 27 Jan 2025 23:56:32 +0100 Subject: [PATCH] + | Parsing textures --- imgui.ini | 2 +- includes/RT/Scene.hpp | 7 ++++ scenes/colored_light.rt | 4 +- scenes/pillard.rt | 3 +- scenes/stairs.rt | 6 ++- shaders/compute.glsl | 1 + shaders/light.glsl | 17 ++++---- srcs/RT.cpp | 85 +++++++------------------------------- srcs/class/ObjParser.cpp | 1 + srcs/class/Scene.cpp | 42 ++++++++++++++++++- srcs/class/SceneParser.cpp | 16 +++---- srcs/class/Shader.cpp | 2 +- 12 files changed, 92 insertions(+), 94 deletions(-) diff --git a/imgui.ini b/imgui.ini index 9a7500e..04a3663 100644 --- a/imgui.ini +++ b/imgui.ini @@ -7,7 +7,7 @@ Pos=1645,8 Size=259,200 [Window][Material] -Pos=1648,217 +Pos=1638,215 Size=262,299 [Window][Fog settings] diff --git a/includes/RT/Scene.hpp b/includes/RT/Scene.hpp index 49b93fc..a43017d 100644 --- a/includes/RT/Scene.hpp +++ b/includes/RT/Scene.hpp @@ -51,6 +51,7 @@ struct GPUMaterial float metallic; float refraction; int type; + int texture_index; }; struct GPUVolume @@ -107,6 +108,8 @@ class Scene void addObject(Object *object); void addMaterial(Material *material); void addTexture(std::string path); + + void loadTextures(); void updateLightAndObjects(int mat_id); std::set getGPULights(); @@ -117,6 +120,7 @@ class Scene const std::vector &getTriangleData() const; std::vector &getMaterialData(); + std::vector &getTextureIDs(); std::vector &getBvhData(); std::vector &getBvh(); @@ -136,6 +140,9 @@ class Scene std::vector _gpu_materials; + std::vector _textures; + std::vector _gpu_textures; + std::set _gpu_lights; GPUVolume _gpu_volume; diff --git a/scenes/colored_light.rt b/scenes/colored_light.rt index c5017cf..75a95c9 100644 --- a/scenes/colored_light.rt +++ b/scenes/colored_light.rt @@ -1,10 +1,12 @@ CAM 0 -0.5 4 -10.6 -90.2 0.241 4.709 60.399 5 +TEX texture.jpg + MAT 255 010 010 5 0.0 1.0 MAT 010 255 010 5 0.0 1.0 MAT 010 010 255 5 0.0 1.0 -MAT 255 255 255 0 1.7 1.0 DIE +MAT 255 255 255 0 1.7 1.0 DIE 0 MAT 200 200 200 0 0.0 1.0 diff --git a/scenes/pillard.rt b/scenes/pillard.rt index 25305d3..6a586e4 100644 --- a/scenes/pillard.rt +++ b/scenes/pillard.rt @@ -8,8 +8,7 @@ sp +0.000 +17.00 +20.00 4.0 0 sp +0.000 +17.00 +0.000 4.0 1 sp +0.000 +17.00 -20.00 4.0 2 - -MAT 250 250 250 0.0 1.5 0.0 DIE // 3 white 0 0 1 +MAT 250 250 250 0.0 1.5 0.0 DIE -1 // 3 white 0 0 1 MAT 250 250 250 0.0 1.0 1.0 // 4 white 0 1 0 MAT 200 200 200 0.0 0.0 0.0 // 5 white 1 0 0 diff --git a/scenes/stairs.rt b/scenes/stairs.rt index 5a87d39..e7e07da 100644 --- a/scenes/stairs.rt +++ b/scenes/stairs.rt @@ -65,8 +65,10 @@ cu -9 0.98 3 3 3 3 28 MAT 244 95 28 0.0 0.5 1.0 cu -9 1.23 -6 3 3 3 29 -MAT 200 20 20 0.0 1.0 0.05 -MAT 255 255 255 0.0 1.8 0.0 DIE +TEX texture.jpg // 0 + +MAT 200 20 20 0.0 1.0 0.05 LAM 0 +MAT 255 255 255 0.0 1.8 0.0 DIE -1 MAT 255 255 255 0.0 1.0 1.0 sp 0 5 -4 3 30 diff --git a/shaders/compute.glsl b/shaders/compute.glsl index bfd781c..30f84f1 100644 --- a/shaders/compute.glsl +++ b/shaders/compute.glsl @@ -38,6 +38,7 @@ struct GPUMaterial float metallic; // 4 float refraction; // 4 int type; // 4 + int texture_index; // 4 }; struct GPUCamera diff --git a/shaders/light.glsl b/shaders/light.glsl index d522c08..164328f 100644 --- a/shaders/light.glsl +++ b/shaders/light.glsl @@ -103,15 +103,18 @@ vec2 getSphereUV(vec3 surfacePoint) uniform sampler2D textures[16]; +vec3 getTextureColor(int texture_index, hitInfo hit) +{ + vec2 uv = getSphereUV(hit.normal); + return (texture(textures[texture_index], uv).rgb); +} + void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state) { - if (objects[hit.obj_index].type == 0) - { - vec2 uv = getSphereUV(hit.normal); - color *= texture(textures[0], uv).rgb; - } - else - color *= mat.color; + if (mat.texture_index != -1) + color *= getTextureColor(mat.texture_index, hit); + + color *= mat.color; light += mat.emission * mat.color; // light += sampleLights(hit.position, rng_state); } \ No newline at end of file diff --git a/srcs/RT.cpp b/srcs/RT.cpp index 0599e8d..586780b 100644 --- a/srcs/RT.cpp +++ b/srcs/RT.cpp @@ -12,59 +12,6 @@ #include "RT.hpp" - -#define STB_IMAGE_IMPLEMENTATION -#include "stb_image.h" - -struct GPUTexture { - int width; - int height; - int channels; - int object_id; // to map texture to specific objects -}; - -std::vector loadTextures(const std::vector& texture_paths, std::vector& gpu_textures) { - std::vector textureIDs; - - for (size_t i = 0; i < texture_paths.size(); i++) { - int width, height, channels; - unsigned char* image = stbi_load(texture_paths[i].c_str(), &width, &height, &channels, STBI_rgb_alpha); - - if (!image) { - std::cerr << "Failed to load texture: " << texture_paths[i] << std::endl; - continue; - } - - GLuint textureID; - glGenTextures(1, &textureID); - glBindTexture(GL_TEXTURE_2D, textureID); - - // Set texture parameters - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Upload texture data - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); - glGenerateMipmap(GL_TEXTURE_2D); - - // Store texture info for GPU - GPUTexture tex_info = { - width, - height, - channels, - static_cast(i) // or map to specific object ID - }; - gpu_textures.push_back(tex_info); - textureIDs.push_back(textureID); - - stbi_image_free(image); - } - - return textureIDs; -} - int main(int argc, char **argv) { Scene scene; @@ -74,6 +21,7 @@ int main(int argc, char **argv) Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl"); + // Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl"); GLint max_gpu_size; @@ -152,25 +100,18 @@ int main(int argc, char **argv) glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUDebug), nullptr, GL_STATIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, 2, debugUBO); - - - // texture - - std::vector texture_paths = {"texture.jpg", "texture2.jpg", "texture.jpg"}; - std::vector gpu_textures; - std::vector textureIDs = loadTextures(texture_paths, gpu_textures); - - GLuint textureInfoSSBO; - glGenBuffers(1, &textureInfoSSBO); - glBindBuffer(GL_SHADER_STORAGE_BUFFER, textureInfoSSBO); - glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_textures.size() * sizeof(GPUTexture), gpu_textures.data(), GL_STATIC_DRAW); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, textureInfoSSBO); // Using binding point 7 - - // + try + { + scene.loadTextures(); + } + catch(const std::exception& e) + { + std::cerr << e.what() << std::endl; + return (1); + } shader.attach(); - Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}}; size_t size = sizeof(vertices) / sizeof(Vertex) / 3; shader.setupVertexBuffer(vertices, size); @@ -240,10 +181,12 @@ int main(int argc, char **argv) //texture // In your render loop - for (size_t i = 0; i < textureIDs.size(); i++) { + std::vector textureIDs = scene.getTextureIDs(); + for (size_t i = 0; i < textureIDs.size(); i++) + { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, textureIDs[i]); - // Set uniform for each texture + std::string uniform_name = "textures[" + std::to_string(i) + "]"; glUniform1i(glGetUniformLocation(shader.getProgramCompute(), uniform_name.c_str()), i); } diff --git a/srcs/class/ObjParser.cpp b/srcs/class/ObjParser.cpp index 9b3d359..af6439c 100644 --- a/srcs/class/ObjParser.cpp +++ b/srcs/class/ObjParser.cpp @@ -270,6 +270,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene) } if(mat) { + mat->texture_index = -1; scene.addMaterial(mat); _matNames[matName] = scene.getMaterialData().size() - 1; } diff --git a/srcs/class/Scene.cpp b/srcs/class/Scene.cpp index 904e212..e9c1976 100644 --- a/srcs/class/Scene.cpp +++ b/srcs/class/Scene.cpp @@ -12,6 +12,9 @@ #include "Scene.hpp" +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" + Scene::Scene() { _camera = new Camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f); @@ -204,13 +207,43 @@ void Scene::addMaterial(Material *material) gpu_mat.metallic = material->metallic; gpu_mat.refraction = material->refraction; gpu_mat.type = material->type; + gpu_mat.texture_index = material->texture_index; _gpu_materials.push_back(gpu_mat); } - void Scene::addTexture(std::string path) { - (void) path; + _textures.push_back(path); +} + +void Scene::loadTextures() +{ + for (std::string &path : _textures) + { + int width, height, channels; + unsigned char* image = stbi_load(path.c_str(), &width, &height, &channels, STBI_rgb_alpha); + + if (!image) + throw std::runtime_error("Failed to load texture"); + + std::cout << "Loaded texture: " << path << " (" << width << "x" << height << ")" << std::endl; + + GLuint textureID; + glGenTextures(1, &textureID); + glBindTexture(GL_TEXTURE_2D, textureID); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); + glGenerateMipmap(GL_TEXTURE_2D); + + _gpu_textures.push_back(textureID); + + stbi_image_free(image); + } } void Scene::updateLightAndObjects(int mat_id) @@ -249,6 +282,11 @@ std::vector &Scene::getMaterialData() return (_gpu_materials); } +std::vector &Scene::getTextureIDs() +{ + return (_gpu_textures); +} + GPUVolume &Scene::getVolume() { return (_gpu_volume); diff --git a/srcs/class/SceneParser.cpp b/srcs/class/SceneParser.cpp index 50fe81d..9909534 100644 --- a/srcs/class/SceneParser.cpp +++ b/srcs/class/SceneParser.cpp @@ -39,19 +39,15 @@ void SceneParser::parseMaterial(std::stringstream &line) if (!(line >> type)) type = "LAM"; - - if (!(line >> texture_index)) - texture_index = -1; - + mat = new Material; - mat->color = glm::vec3(r / 255.0f, g / 255.0f, b / 255.0f); mat->emission = emission; mat->roughness = rough_refrac; mat->metallic = metallic; mat->refraction = rough_refrac; - mat->type = 0; + mat->type = -1; if (type == "LAM") mat->type = 0; else if (type == "DIE") @@ -59,8 +55,14 @@ void SceneParser::parseMaterial(std::stringstream &line) else if (type == "TRN") mat->type = 2; - mat->texture_index = texture_index; + texture_index = -1; + if (mat->type != -1) + line >> texture_index; + else + mat->type = 0; + mat->texture_index = texture_index; + std::cout << "Texture index: " << texture_index << std::endl; _scene->addMaterial(mat); } diff --git a/srcs/class/Shader.cpp b/srcs/class/Shader.cpp index 0c529cc..f9335f9 100644 --- a/srcs/class/Shader.cpp +++ b/srcs/class/Shader.cpp @@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com const char *fragmentCode = loadFileWithIncludes(fragmentPath); const char *computeCode = loadFileWithIncludes(computePath); - printWithLineNumbers(computeCode); + // printWithLineNumbers(computeCode); _vertex = glCreateShader(GL_VERTEX_SHADER);